Selection circle rendering...
by Justin Tolchin · in RTS Starter Kit · 07/06/2005 (2:30 pm) · 0 replies
Hi all,
I'm working on a game that uses the RTS starter kit code/scripts but has been ported to the TSE engine. A number of things were broken by changing engines because the rendering has shifted from the dgl stuff to the new GFX code. However, I've managed to re-implement most of them (including the minimap, finally). The one big thing remaining is RTSUnit selection circles.
From looking at the RTS kit code it seems like selection circle rendering is tied heavily into the terrain rendering code. Unfortunately the terrain rendering seems to be substantially rewritten in TSE (I'm *not* referring to the new Atlas stuff) and since I can't even understand how the older RTS selection circle code worked I have no idea how to re-implement it. Has anyone managed to port selection circle rendering over to TSE? If not, does anyone understand the RTS code enough to explain in some detail how it even works? Some of those functions are HUGE and they leave me baffled as to what's actually going on (the fact that I'm not a graphics programmer doesn't help much either). :-/
Thanks!
I'm working on a game that uses the RTS starter kit code/scripts but has been ported to the TSE engine. A number of things were broken by changing engines because the rendering has shifted from the dgl stuff to the new GFX code. However, I've managed to re-implement most of them (including the minimap, finally). The one big thing remaining is RTSUnit selection circles.
From looking at the RTS kit code it seems like selection circle rendering is tied heavily into the terrain rendering code. Unfortunately the terrain rendering seems to be substantially rewritten in TSE (I'm *not* referring to the new Atlas stuff) and since I can't even understand how the older RTS selection circle code worked I have no idea how to re-implement it. Has anyone managed to port selection circle rendering over to TSE? If not, does anyone understand the RTS code enough to explain in some detail how it even works? Some of those functions are HUGE and they leave me baffled as to what's actually going on (the fact that I'm not a graphics programmer doesn't help much either). :-/
Thanks!